|Warhammer: Invasion The Card Game | Published 07 December 2010||Rating||22 votes|
Welcome back to the Warhammer: Invasion card of the week spotlight! Bleeding Sun, the final expansion pack in The Enemy Cycle, will be on tabletops in just one week. We’ve already seen the vile Chaos combo of Beast of Rot and Necrotic Spasms, as well as the Empire unit Warriors of Ulric. Today, let’s look at the Orcs, with their uncanny ability to turn even the most useless piece of junk into a weapon of deadly power.
The release of Bleeding Sun is exciting for a number of reasons, not the least of which is the knowledge that the next series, The Morrslieb Cycle, is now set to begin soon. When we first announced The Morrslieb Cycle, we presented an interview with developer James Hata in which he discussed some of his design goals. Among these was an increased focus on developments across all factions. Why wait? Today’s card, though coming at the end of The Enemy Cycle, gives an early taste of the development-centered strategies coming your way in future packs.
One Orc’s Scrap is a two-cost Orc support card that, when placed in the kingdom zone, lets a player sacrifice a development to draw a card. This handy effect may quickly get you the cards you need to launch that final devastating attack, and in the meantime, you can combine it with Treasure Vaults to get some additional power. If you find yourself light on resources and cards, play Innovation followed immediately by the action on One Orc’s Scrap (several times, if needed). You’ll suddenly grab the units you need to smash your enemy, as well as the gold to afford them!
Look for Bleeding Sun on store shelves next week, then keep checking back; we’ll soon be featuring a special decklist by James Hata, including cards from throughout The Enemy Cycle!
Warhammer: Invasion The Card Game is a card game by Eric M. Lang in which 2 players develop their kingdoms and lay waste to their foes. Each side is comprised of either the forces of Order or the forces of Destruction as they seek to extend their empire to include the entire Old World. The Living Card Game format allows players to customize their gaming experience with monthly Battle Pack expansions to the core game.
It is stronger than Tunnels, because you can mimic tunnels by playing a development and sacrificing it each turn and since the action works on all developments you can use it whenever you need it or have the resources to use the extra cards. Since there are not a lot of development synergy in the destruction card pool its no problem (right now).
Not too bad a card.
So Tunnels for Orcs but weaker.